uniform mat4 mvp,object;
varying vec4 coord;
varying vec3 normal,lightDir;

void main()
{

	lightDir = normalize(vec3(vec4 (100.0,80.0,70.0,0)   - gl_Vertex * object));
    normal = gl_Normal;
	coord = gl_TextureMatrix[0] * gl_Vertex;
    gl_Position =  mvp  * object * gl_Vertex;
}
